;
;   TEXTE CIVILOPEDIE DE CIVILISATION 
;   Copyright (c) 1995 par MicroProse Software 
;
;   Changer le contenu de ce fichier peut entraner le
;   malfonctionnement du jeu. 
;

@PEDIAPICKCIV
@width=540
@columns=3
@listbox
@title=Civilopedia: Civilization Advances

@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build fortresses.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make assaults.
^Invisible to most enemy vehicles.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignore the HQ Armoured Windows.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^The Warrant can be used just once.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
Le Patron loge ici !

@;Barracks 
@PEDIAIMPROVE2
City produces Veteran ground units. Ground units can
be completely repaired in a single turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
Up to two discontented citizens are made content.

@;Marketplace 
@PEDIAIMPROVE5
Theft, or fight against it, rises a 50%% the Clan's benefits
or the Police subventions.

@;Library 
@PEDIAIMPROVE6
Increases science output by 50%%.

@;Courthouse 
@PEDIAIMPROVE7
Decreases corruption by 50%%. Makes city more resistant
to bribery by enemy diplomats and spies. Under Democracy,
one content citizen becomes happy.

@;City Walls 
@PEDIAIMPROVE8
Due to armoured windows, the men in your HQ are tripled on defense
versus your enemy's attacks.

@;Aqueduct
@PEDIAIMPROVE9
A lieutenant in your HQ allows your HQ to increase its capacity
beyond 10 men.

@;Bank 
@PEDIAIMPROVE10
The alcohol traffic, or the fight against it, rises a 50%% the clan's benefits
or the police's subvcentions

@;Cathedral
@PEDIAIMPROVE11
The bonus financial help Makes four unhappy men content.

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50%% (cumulative w/ Library).

@;Mass Transit 
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
The extra payment makes three unhappy men content.

@;Factory
@PEDIAIMPROVE15
The clandestine workshops, or the fight against them, rises a 50%% the clan's
benefits or the Police's subventions.

@;Mfg. Plant
@PEDIAIMPROVE16
the clandestine casinos, or the fight against them, rises a 50%% the clan's
or the police's resources in the HQ

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant 
@PEDIAIMPROVE19
The clandestine Distilleries, or the fight against them, rises a 50%% the clan's benefits
or the police's subvencions caused by the clandestine workshops.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Nuclear Plant 
@PEDIAIMPROVE21
Increases factory output by 50%%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange 
@PEDIAIMPROVE22
The drugs traffic, or the fight against it, rises a 50%% the clan's
benefits or the police's subventions. 

@Sewer System 
@PEDIAIMPROVE23
A chief allow your HQ to grow beyond size 15.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50%% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50%% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%%
(cumulative with Library and University for a
grand total of 150%%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress                                                
@PEDIAIMPROVE28
The grilles at the HQ's entry doubles your men's defense against 
enemy vehicles attacks.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%%.  Cleaner
than all other forms of power.

@;Harbor 
@PEDIAIMPROVE30
Prostitution, or fight against it, allows to obtain more manpower
from the people in the streets.

@;Offshore Platform
@PEDIAIMPROVE31
Blackmail, or the fight against it, allows to obtain suplementary
shields in the streets.

@;Airport 
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station 
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility 
@PEDIAIMPROVE34
A parking allows to bulids better vehicles piloted by veteran drivers.
Each vehicle Tout Vehicule spending its entire turn in the HQ is
completely repaired.

@;SS Structural
@PEDIAIMPROVE35

@;SS Composant
@PEDIAIMPROVE36

@;SS Module
@PEDIAIMPROVE37

@;Capitalization
@PEDIAIMPROVE38
Converts production into Dollars.

@;Pyramids
@PEDIAIMPROVE39
Counts as a Granary in every one of your cities.

@;Hanging Gardens 
@PEDIAIMPROVE40
One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE41
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse 
@PEDIAIMPROVE42
The mechanics ace working in this HQ improves the skills
of your vehicles and pilots, alll your vehicles run faster (+1)
and the new pilots are veterans.

@;Great Library 
@PEDIAIMPROVE43
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE44
Doubles the effect of all of your temples

@;Great Wall 
@PEDIAIMPROVE45
City walls in all of your cities. The enemy organizations
must offer a peace treaty. Double defense against barbarians.


@;Sun Tzu's War Academy 
@PEDIAIMPROVE46
The shoot training allow to train Veterans.
Every man who wins a combatt turns Veteran.

@;King Richard's Crusade
@PEDIAIMPROVE47
Every square in the city's radius produces an extra
resource "shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE48
You receive a free embassy in each rival Civilization 

@;Michelangelo's Chapel
@PEDIAIMPROVE49
Makes 4 unhappy people content in every city.

@;Copernicus' Observatory
@PEDIAIMPROVE50
Increases science output of city by 50%%.

@;Magellan's Expedition
@PEDIAIMPROVE51
The training for fast driving in urban zones allows your
pillots to drive faster (+2).

@:Shakespeare's Theatre
@PEDIAIMPROVE52
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE53
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE54
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's University
@PEDIAIMPROVE55
Doubles science output of city.

@;Adam Smith's Trading Co.
@PEDIAIMPROVE56
The expert accountant of your HQ comes to economize your Budget.
You won't have to pay anymore the maintenance for all HQ 
improvements which ordinarily cost 1 dollar per turn.

@;Darwin's Voyage
@PEDIAIMPROVE57
Two free advances

@;Statue of Liberty
@PEDIAIMPROVE58
Removes the anarchy periods between governments.
Allows to choose the government between every
government forms, no matter if you haven't discovered
them.

@;Eiffel Tower 
@PEDIAIMPROVE59
When you first obtain control of the Eiffel Tower,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

@;Hoover Dam
@PEDIAIMPROVE61
Gives Hydro Power to every city in the continent.

@;Women's Suffrage
@PEDIAIMPROVE60
Count as a police station in everty HQ.

@;Manhattan Project
@PEDIAIMPROVE62
Allows the building of nuclear weapons..

@;United Nations 
@PEDIAIMPROVE63
^* Free embassy in each rival organization.
^* The enemy organizations can't refuse peace treaties.
^* In Organizaiton, you can declare war 50%% du temps 
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE64
Allows Spaceships building.

@;SETI Program
@PEDIAIMPROVE65
Count as a research lab in all your cities

@;Cure for Cancer
@PEDIAIMPROVE66
A unhappy citizen turns content in each HQ

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to TEN units for free; additional
units cost one shield each.  Settlers eat one
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.


@PEDIAGOVT6
@width=600
@title=Civilization Government: The Organization
^UNIT SUPPORT
Each unit costs one shield per turn.
^
^HAPPINESS
Each unit which is not in a friendly
HQ (or a fortress within 3 spaces of a friendly HQ)
causes TWO men in its home HQ to become unhappy.
^
^CORRUPTION AND WASTE
Organizatioins experience NO corruption or waste.
^
^SPECIAL
Under a Organization, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and HQs of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Organizations can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
organizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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